Thanks Roland and 6K Man. The bottom line is that I finally figured out that the chariots bonus against axemen works only on attack.
Is there anyway to manually designate a defender in a stack? In this situation, I would have designated a chariot as a defender, because it would have been the cheapest unit that can suck away a turn from an enemy unit, win or lose.
As I said in my previous post, you should pick your promotions smart. So if you want your catapults protected against attacks from enemy axemen, then you want some combat 1, shock axemen in your stack to protect them or even better some combat 1, shock horsebowmen. Moving over terrain which gives defensive bonuses will also help some units to defend better. Of course, it's not so wise to give the catapults combat related promotions. That will make them more likely to be the best defender. It's better to give them city raider promotions to attack cities and barrage promotions to attack large stacks of units.
So picking the most likely defender happens long before you attack when you pick the promotions.
Are there any WarHammer40k mods in the works? or just seperate projects for makingthe untis to the game? I think a turn based strategy game for 40k in the civ way could be pretty dang awesome
and i really want a program that can get mods to work together
i really want to run varietas and a combat mod together or something
There are some fantasy mods. Fall from Heaven is probably the most well known. There is also a Warhammer Fantasy Battles mod in development. You should check out the mod section on this forum to see if you find something that you might like.
Combining mods is relatively easy if the mods change different files of the game (different sections of the game). In that case, it's just a question of combining the various files and folders of the mods in one combined mod folder in the mods folder of the game. However, if the mods change the same files, then you of course can only have the version of that file from mod 1 or from mod 2 and thus one of the mods will not function correctly. To really combine such mods will require a little work from yourself. You will have to look into these files and combine the changes that the mod makers have made to these files. This can be fairly easy if the files are xml-files, but it can also be pretty hard if the 2 mods changed python files and used the SDK (Software Developers Kit) to change some files.
The amount of changes that can be made by mod makers is extensive, but this also means that it can be hard to combine their changes if they made complicated changes.
Just asking if I'm right :
Mines provide production which increases the production speed in a local city.
Farms provide the food for the workers.
Cottages are good against overpopulation and provide gold.
If a city uses a mine with one of its citizens, then the production of that mine will be added to the other production sources of that city and thus the production speed is increased. If none of the citizens is working the mine, then nothing happens. This is true for all kinds of improvements made around a city.
A city needs 2 food for every citizen. I guess you meant citizen when you said worker. Worker is the name of the unit that improves the terrain around a city, it can be very confusing the use the same name for the citizens inside a city which are working the land. If a city has more unhealthy faces (

) than healthy faces (

), then it also needs 1 extra food for each unhealthy face that you have above the number of healthy faces.
The extra food is used to grow the city.
The goal of the city is to produce as much commerce (

) and production (

) as possible, so don't produce extra food if you don't want the city to grow or if there is no more land for the city to use.
Cottages provide commerce and provide lots of commerce when they are being used for a while by citizens inside a city. They will slowly grow and become more beneficial. However, they won't do anything against overcrowding.
There is no way to reduce overcrowding except by decreasing the size of a city which you normally don't want to. Overcrowding is a game mechanic designed to make it hard to maintain large cities which are happy and healthy. Each time a city grows, the number of unhappy and unhealthy faces grows. The only way to combat this is by increasing the number of happy and healthy faces to create balance. There are many ways to provide happiness and health for your population. The most used ones are luxury resources for happiness, food resources for health and some buildings for happiness and health.